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The '''Tribe''' (your '''camp''', {{Icon|camp-bldg-campfire}} in the sidebar) is a separate survivor-clan layer: stranded '''wanderers''' drift in to your campfire, you put them to work gathering, crafting, and guarding, you advance the camp through six '''Material Ages''', and you send strike teams against '''rogue-clan outposts'''. It runs alongside the rest of the game and is '''never''' tied to your [[Skills]], [[Creatures|dinos]], or [[Homestead]] — the camp is its own thing.
The '''Tribe''' (your '''camp''', {{Icon|camp-bldg-campfire}} in the sidebar) is a separate survivor-clan layer: stranded '''wanderers''' drift in to your campfire, you put them to work gathering, crafting, and guarding, you advance the camp through six '''Material Ages''', and you send strike teams against '''rogue-clan outposts'''. It runs alongside the rest of the game and is '''never''' tied to your [[Skills]], [[Creatures|dinos]], or [[Homestead]] — the camp is its own thing.


: ''Not to be confused with '''[[Rivals]]''', the fifteen enemy tribes you raid with your dino pack. This page is your '''own''' camp of survivor workers.''
The Tribe page unlocks once you reach '''Taming level 15''' or your [[Homestead]]'s structures total '''10 levels''' between them, whichever comes first; a camp you've already started (workers, or a wanderer waiting at the fire) always stays visible.
 
: ''Not to be confused with '''[[Rivals]]''', the sixteen enemy tribes you raid with your dino pack. This page is your '''own''' camp of survivor workers.''


The Tribe arc shipped in three phases: the Campfire (v0.35.0), Craft & Guard (v0.35.5), and Ages & Outposts (v0.36.0). The Great Rebalance (v0.36.9) then added the '''Moonstone Age''', two more outposts, and the '''Foreman's Ledger'''.
The Tribe arc shipped in three phases: the Campfire (v0.35.0), Craft & Guard (v0.35.5), and Ages & Outposts (v0.36.0). The Great Rebalance (v0.36.9) then added the '''Moonstone Age''', two more outposts, and the '''Foreman's Ledger'''.
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| {{Icon|camp-tier-0}} Novice Vagrant || ×1.0 || 2 || 0 || 100
| {{Icon|camp-tier-0}} Novice Vagrant || ×1.0 || 2 || 0 || 100
|-
|-
| {{Icon|camp-tier-1}} Seasoned Forager || ×1.6 || 3 || 3 || 40
| {{Icon|camp-tier-1}} Seasoned Forager || ×1.35 || 3 || 3 || 40
|-
|-
| {{Icon|camp-tier-2}} Expert Scavenger || ×2.4 || 5 || 7 || 16
| {{Icon|camp-tier-2}} Expert Scavenger || ×1.7 || 5 || 7 || 16
|-
|-
| {{Icon|camp-tier-3}} Vanguard Elite || ×3.5 || 8 || 12 || 6
| {{Icon|camp-tier-3}} Vanguard Elite || ×2.0 || 8 || 12 || 6
|}
|}


'''Spawn weight''' is how often that tier is rolled once it is eligible: even at high prestige the common Novice (weight 100) still shows up far more than a Vanguard Elite (weight 6), so a strong camp is built by welcoming many and turning away the weak.
'''Spawn weight''' is how often that tier is rolled once it is eligible: even at high prestige the common Novice (weight 100) still shows up far more than a Vanguard Elite (weight 6), so a strong camp is built by welcoming many and turning away the weak.


'''Gather rate''' multiplies the base rate; '''Watch security''' is what that worker adds on the [[#The night watch|night watch]]. A worker's base gather rate is '''0.7 per minute''' — comparable to an early [[Companions#Hired hands (background gathering)|hired-hand]] dino — before its tier multiplier and the current Age's multiplier.
Every wanderer is also secretly '''born better at one skill''' — Foraging, Logging, Mining, Fishing, Smithing, Cooking, Crafting, or Alchemy — worth a further '''+5% / 10% / 15% / 20%''' pace by tier (Novice through Vanguard Elite) whenever their current job matches it. The knack is fixed for that wanderer's whole life and shown '''before''' you welcome them in, so it's worth weighing alongside their tier.


'''Camp basics:''' a wanderer arrives about every '''4 minutes''' at base, speeding up toward a '''1-minute''' floor as the Campfire and your Age improve arrival. A new camp houses '''2 workers''' and holds '''120''' of each item in its stockpile; the Living Quarters and Central Depot raise those. '''Workers are transient''' — founding a new Age retires them (see below).
'''Gather rate''' multiplies a worker's pace on whatever they're assigned; '''Watch security''' is what that worker adds on the [[#The night watch|night watch]]. Workers don't run on a flat per-minute clock: a worker earns '''3.5%''' of the assigned action's own hands-on pace per tick, scaled by their tier and knack, the current Age's multiplier, and (on artisan duty) the Smelting Furnaces. That 3.5% is calibrated so a Stone-Age Novice on an early 3-second Grasslands action still gathers about '''42 an hour''' — comparable to an early [[Companions#Hired hands (background gathering)|hired-hand]] dino — but the same worker moved onto a slower, deeper action gathers proportionally less often, since the clock scales with THAT action's own interval rather than a fixed rate.
 
'''Camp basics:''' a wanderer arrives about every '''4 minutes''' at base, speeding up — via the Campfire, your Age, and camp prestige — toward a floor the Campfire itself lowers as it levels: '''1 minute''' unbuilt, down to about '''37.5 seconds''' at a maxed (Lv 12) Campfire. A new camp houses '''2 workers''' and holds '''120''' of each item in its stockpile; the Living Quarters and Central Depot raise those. '''Workers are transient''' — founding a new Age retires them (see below).


== Putting workers to work ==
== Putting workers to work ==
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* '''Night watch''' — see [[#The night watch|below]].
* '''Night watch''' — see [[#The night watch|below]].


'''Arm your people:''' workers wear '''weapon, chest, and legs''' gear — plain pieces from your Bank or forged [[Blueprints|masterworks]] from the gear locker. Kit speeds their work, hardens the watch, and sets their strike-team power at the outposts. A '''wounded''' worker wears a {{Icon|glyph-bandage}} chip and sits out all jobs until it heals.
'''Arm your people:''' workers wear '''weapon, chest, and legs''' gear — plain pieces from your Bank or forged [[Blueprints|masterworks]] from the gear locker. Kit speeds their work, but that pace bonus caps around '''+30''' combined attack/defense (worth only a tenth as much per point past it); kit hardens the watch and sets their strike-team power at the outposts at its full, uncapped value instead. A '''wounded''' worker wears a {{Icon|glyph-bandage}} chip and sits out all jobs until it heals.


== Camp buildings ==
== Camp buildings ==


{| class="wikitable sortable"
{| class="wikitable sortable"
! Building !! Max level !! Effect per level
! Building !! Base max level !! Effect per level
|-
|-
| {{Icon|camp-bldg-quarters}} Living Quarters || 12 || +1 worker housed (base cap 2)
| {{Icon|camp-bldg-quarters}} Living Quarters || 12 || +1 worker housed (base cap 2)
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| {{Icon|camp-bldg-watchfire}} Watchfire || 10 || +2 Security against night raids
| {{Icon|camp-bldg-watchfire}} Watchfire || 10 || +2 Security against night raids
|-
|-
| {{Icon|camp-bldg-ledger}} Foreman's Ledger || 7+ || Auto-banks the camp stockpile on a timer; cap rises with [[#Material Ages|Material Ages]] (see below)
| {{Icon|camp-bldg-ledger}} Foreman's Ledger || 7 || Auto-banks the camp stockpile on a timer
|}
|}


The '''Foreman's Ledger''' (added v0.36.9) periodically empties the camp stockpile straight into your [[Bank]] on its own, so a long offline stretch no longer sits idle at the stockpile cap. Its timer starts at '''every 8 hours''' at level 1 and speeds up an hour per level to '''1 hour''' at level 8; past that it keeps shrinking '''5 minutes per level''' down to a '''30-minute floor''' (level 14+). The base level cap is 7, and it rises further as you advance [[#Material Ages|Material Ages]].
Every building's cap climbs with your camp's progress through the [[#Material Ages|Material Ages]] below, not just the Ledger's: each Age advanced adds '''+2''' to every building's maximum level, so a Moonstone-Age camp can push each one '''10 levels''' past the numbers above (Foreman's Ledger 7→17, Living Quarters/Campfire/Central Depot 12→22, Smelting Furnaces/Watchfire 10→20).
 
The '''Foreman's Ledger''' (added v0.36.9) periodically empties the camp stockpile straight into your [[Bank]] on its own, so a long offline stretch no longer sits idle at the stockpile cap. Its timer starts at '''every 8 hours''' at level 1 and speeds up an hour per level to '''1 hour''' at level 8; past that it keeps shrinking '''5 minutes per level''' down to a '''15-minute floor''' at level 17 — the highest a maxed, Moonstone-Age camp can build it to.


'''Camp prestige''' is the sum of your camp's development, and it's what draws the better wanderers.
'''Camp prestige''' is your total building levels summed across every building, plus '''+5 per Material Age''' advanced, and it's what draws the better wanderers (see the Wanderers table's "Appears at prestige" column).


=== Building costs ===
=== Building costs ===
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|}
|}


The base lines still grow about ×1.5 a level (Hide ×1.4). Living Quarters, Campfire and Central Depot max at level 12; Smelting Furnaces and Watchfire at 10, and the Foreman's Ledger at 7 (its Age-granted levels past 8 follow the same growth) — hence the dashes.
The base lines still grow about ×1.5 a level (Hide ×1.4). Living Quarters, Campfire and Central Depot max at level 12; Smelting Furnaces and Watchfire at 10, and the Foreman's Ledger at 7 — hence the dashes; every building's Age-granted levels past its table above keep the same cost growth.


== The night watch ==
== The night watch ==


Every '''8 hours''' predators eye your stockpile. Put workers on watch as '''Sentinels''' and raise the '''Watchfire''' to build a '''Security Rating''' — the sum of each Sentinel's watch-security (per the wanderer table) plus '''+2 per Watchfire level''', further scaled by your Age's security multiplier. The raid chance starts at '''60%''' and drops '''4% per point of Security''', so 15 Security shuts raiders out entirely. A raid that lands '''steals 25%''' of your stockpile, and a breached palisade '''stalls the conversion lines for 2 hours''' while your artisans repair it. The night's honest odds are shown before it falls.
Every '''8 hours''' predators eye your stockpile. Put workers on watch as '''Sentinels''' and raise the '''Watchfire''' to build a '''Security Rating''' — the sum of each Sentinel's watch-security (per the wanderer table) plus a fifth of their kit score, plus '''+2 per Watchfire level''', all scaled by your Age's security multiplier. The raid chance starts at '''60%''' and drops '''4% per point of Security''', bottoming out at a '''5% floor''' that never fully goes away (reached at 15+ Security). A raid that lands '''steals 25%''' of your stockpile, and a breached palisade '''stalls the conversion lines for 2 hours''' while your artisans repair it — and until they do, your Security is also '''halved''', so an unrepaired breach leaves you exposed to a second raid. The night's honest odds are shown before it falls.


== Material Ages ==
== Material Ages ==


Your camp can advance through six eras, each granting '''permanent, tribe-wide multipliers''' to gathering, processing (conversion speed), security, and how fast wanderers arrive. Founding a new Age costs '''Age Catalysts''' (dropped by outposts), a total of building levels across the camp, and a bill of goods. It '''retires your workers and camp buildings''' for that power — but your stockpile is banked first, all worker gear comes home, and your skills, dinos, and Homestead are untouched.
Your camp can advance through six eras, each granting '''permanent, tribe-wide multipliers''' to gathering, processing (conversion speed), security, and how fast wanderers arrive. Founding a new Age costs {{Icon|age-catalyst}} '''Age Catalysts''' (dropped by outposts), a total of building levels across the camp, and a bill of goods. It '''retires your workers''' for that power — their assignments, processing lines, sentinels, and any wounds all clear — but since v0.36.9 your '''camp buildings stay built''' at whatever level you left them; only the crew turns over. Your stockpile is banked first, all worker gear comes home, and your skills, dinos, and Homestead are untouched.


Since v0.36.5 there is also a '''building floor''': every camp building must reach a minimum level before you can found the next Age (Bronze needs them all at '''Lv 1+''', Iron '''2+''', Silver '''3+''', Obsidian '''4+''', Moonstone '''5+'''). The Age card lists exactly which buildings still lag. This is on top of the total building-levels count in the cost column.
Since v0.36.5 there is also a '''building floor''': every camp building must reach a minimum level before you can found the next Age (Bronze needs them all at '''Lv 1+''', Iron '''2+''', Silver '''3+''', Obsidian '''4+''', Moonstone '''5+'''). The Age card lists exactly which buildings still lag. This is on top of the total building-levels count in the cost column.
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| {{Icon|camp-age-0}} Stone || ×1.0 || ×1.0 || ×1.0 || (starting age)
| {{Icon|camp-age-0}} Stone || ×1.0 || ×1.0 || ×1.0 || (starting age)
|-
|-
| {{Icon|camp-age-1}} Bronze || ×1.5 || ×1.25 || ×1.25 || 2 Catalysts · 8 building levels (all at Lv 1+) · {{Icon|fernwood}} Fernwood ×600, {{Icon|stone}} Stone ×600, {{Icon|bronze-ingot}} Bronze Ingot ×40
| {{Icon|camp-age-1}} Bronze || ×1.2 || ×1.25 || ×1.25 || {{Icon|age-catalyst}} 2 Catalysts · 8 building levels (all at Lv 1+) · {{Icon|fernwood}} Fernwood ×600, {{Icon|stone}} Stone ×600, {{Icon|bronze-ingot}} Bronze Ingot ×40
|-
|-
| {{Icon|camp-age-2}} Iron || ×2.2 || ×1.5 || ×1.5 || 4 Catalysts · 16 levels (all at Lv 2+) · {{Icon|cycad-log}} Cycad Log ×800, {{Icon|iron-ingot}} Iron Ingot ×80, {{Icon|hide}} Hide ×150
| {{Icon|camp-age-2}} Iron || ×1.4 || ×1.5 || ×1.5 || {{Icon|age-catalyst}} 4 Catalysts · 16 levels (all at Lv 2+) · {{Icon|cycad-log}} Cycad Log ×800, {{Icon|iron-ingot}} Iron Ingot ×80, {{Icon|hide}} Hide ×150
|-
|-
| {{Icon|camp-age-3}} Silver || ×3.2 || ×1.75 || ×1.75 || 6 Catalysts · 24 levels (all at Lv 3+) · {{Icon|ginkgo-log}} Ginkgo Log ×1,000, {{Icon|crystal}} Crystal ×60, 60 Frostbound Hide
| {{Icon|camp-age-3}} Silver || ×1.6 || ×1.75 || ×1.75 || {{Icon|age-catalyst}} 6 Catalysts · 24 levels (all at Lv 3+) · {{Icon|ginkgo-log}} Ginkgo Log ×1,000, {{Icon|crystal}} Crystal ×60, 60 Frostbound Hide
|-
|-
| {{Icon|camp-age-4}} Obsidian || ×4.5 || ×2.0 || ×2.0 || 8 Catalysts · 32 levels (all at Lv 4+) · {{Icon|obsidian}} Obsidian ×120, {{Icon|crystal}} Crystal ×100, 100 Frostbound Hide
| {{Icon|camp-age-4}} Obsidian || ×1.8 || ×2.0 || ×2.0 || {{Icon|age-catalyst}} 8 Catalysts · 32 levels (all at Lv 4+) · {{Icon|obsidian}} Obsidian ×120, {{Icon|crystal}} Crystal ×100, 100 Frostbound Hide
|-
|-
| {{Icon|camp-age-5}} Moonstone || ×6.0 || ×2.25 || ×2.25 || 10 Catalysts · 40 levels (all at Lv 5+) · {{Icon|moonstone}} Moonstone ×30, {{Icon|obsidian}} Obsidian ×60, {{Icon|sky-grain}} Sky Grain ×40
| {{Icon|camp-age-5}} Moonstone || ×2.0 || ×2.25 || ×2.25 || {{Icon|age-catalyst}} 10 Catalysts · 40 levels (all at Lv 5+) · {{Icon|moonstone}} Moonstone ×30, {{Icon|obsidian}} Obsidian ×60, {{Icon|sky-grain}} Sky Grain ×40
|}
|}


The five advancement Ages ask for '''2, 4, 6, 8 and 10''' Age Catalysts in turn — 30 in all to reach the Moonstone Age. A full sweep of the ten rogue-clan outposts yields 28, so the last few Catalysts come from re-capturing outposts as their banners expire.
The five advancement Ages ask for '''2, 4, 6, 8 and 10''' Age Catalysts in turn — 30 in all to reach the Moonstone Age. Since v0.47.8, each capture only has a '''20%''' chance to pay its outpost's listed Catalysts rather than a guarantee: summing every outpost's listed amount gives '''28''' as the ceiling if every roll landed, but at 20% that's an average of only about '''5–6''' Catalysts per clean sweep of all ten so reaching 30 takes many repeat captures as banners expire and reset (see [[#Rogue-clan outposts|below]]).


== Rogue-clan outposts ==
== Rogue-clan outposts ==


Ten hostile camps dot the valley. Pick a '''strike team''' of workers (their combined tier + gear power is your strength) and march — since v0.36.5 an outpost is a '''siege''': every one holds '''ten named defenders and a boss''' (the chief of the yard, fought last), and you duel the roster '''one bout at a time''' on a battle screen like the [[Rivals|rival raids]]. The win chance shown is the exact roll the engine makes, bout by bout.
Ten hostile camps dot the valley. Pick a '''strike team''' of workers (their combined tier + gear power is your strength) and march — since v0.36.5 an outpost is a '''siege''': every one holds '''ten named defenders and a boss''' (the chief of the yard, fought last), and you duel the roster '''one bout at a time''' on a battle screen like the [[Rivals|rival raids]]. Since v0.39.0 sieges are '''deterministic''' — no bout is ever lost to a die roll. Each defender needs a fixed number of bouts to fall, set by your strike power against their score, and every bout before that last one still costs your team blood.


Your team shares a '''blood pool''' built from its bodies, experience, and gear. A '''lost bout costs blood, not progress''' — the same defender keeps standing until you put them down — and if the pool empties, the whole team '''routs''' into the usual strike wounds (one hour's rest; nobody ever dies). You can '''retreat''' between bouts with no harm, and going offline mid-siege quietly withdraws the team.
Your team shares a '''blood pool''' built from its bodies, experience, and gear. An '''unfinished bout costs blood, not progress''' — the same defender keeps standing until you put them down — and if the pool empties, the whole team '''routs''' into the usual strike wounds (one hour's rest; nobody ever dies). You can '''retreat''' between bouts with no harm, and going offline mid-siege quietly withdraws the team.


'''Capturing an outpost''' plants your banner on the [[Map|Valley Map]] for '''2 hours''' and pays its loot, its '''Age Catalysts''', and — at the '''six deepest outposts''' a '''masterwork [[Blueprints|blueprint]] sheet''' for the forge. When the banner expires the outpost reverts to its clan and can be taken again, which is how you farm the last few Catalysts after a full sweep (all ten yield 28; the Ages need 30).
'''Capturing an outpost''' plants your banner on the [[Map|Valley Map]] for '''2 hours''' and always pays its listed loot. Two more rolls ride along, each independent: a '''20%''' chance at its listed {{Icon|age-catalyst}} '''Age Catalysts''', and a '''5%''' chance each at a masterwork [[Blueprints|blueprint]] sheet and a piece of era-matched armor or weapon gear, both drawn from that biome's forge patterns — the '''six deepest''' outposts additionally fold their own signature sheet (named below) into that pool. When the banner expires the outpost reverts to its clan and can be taken again, so a full sweep of all ten is a down payment, not a one-time haul — you'll be re-capturing outposts for further rolls long after.


{| class="wikitable sortable"
{| class="wikitable sortable"
! Outpost !! Clan !! Biome !! Difficulty !! Catalysts !! Loot !! Masterwork sheet
! Outpost !! Clan !! Biome !! Difficulty !! Catalysts (20% roll) !! Loot (guaranteed) !! Masterwork sheet (5% roll)
|-
|-
| {{Icon|outpost-briar-den}} Briar Den || the Bonepickers || [[Grasslands]] || 60 || 1 || {{Icon|hide}} Hide ×10, {{Icon|stone}} Stone ×30 || —
| {{Icon|outpost-briar-den}} Briar Den || the Bonepickers || [[Grasslands]] || 60 || 1 || {{Icon|hide}} Hide ×10, {{Icon|stone}} Stone ×30 || —
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== See also ==
== See also ==


* [[Rivals]] — the '''other''' tribes: fifteen enemy clans you raid with your dino pack (a separate system)
* [[Rivals]] — the '''other''' tribes: sixteen enemy clans you raid with your dino pack (a separate system)
* [[Blueprints]] — the forge; the six deepest outposts drop its masterwork sheets
* [[Blueprints]] — the forge; outpost captures can roll a masterwork sheet toward it, and the six deepest outposts add their own signature pattern to the odds
* [[Companions#Hired hands (background gathering)|Hired hands]] — your dinos' own background gathering (separate from camp workers)
* [[Companions#Hired hands (background gathering)|Hired hands]] — your dinos' own background gathering (separate from camp workers)
* [[Map]] — where captured outposts fly your banner
* [[Map]] — where captured outposts fly your banner
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[[Category:Progression]]
[[Category:Progression]]
[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
<div class="pi-pageimage" style="display:none">[[File:Icon-camp-bldg-campfire.png|128px]]</div>